Faerun

Just a small update, regarding v.3 (released today). The main change was a limitation on the number of units to 4 of each class (except warriors). This may seem extreme, but extreme measures were needed to keep the unit sprawl down and the turn times reasonable. I still recommend you save often and play in SV mode after about turn 200.

To offset this change, unit prices were increased slightly and base combat strength increased slightly. There were also some AI balance changes that have had a positive effect on expansionist civs and a toning down of religious influence.
 
I think the v.2 crashes are related to completing events, not AI teleport, which I have fixed for upcoming version (v.3). For the quest you are talking about that sounds right. The "food" bonus is actually quite substantial, especially later in the game, because it completely fills all food boxes.

Note that while playing any mod its a good idea to turn autosave to every turn. Many times you can simply reload from a turn or two back and bypass a crash.

I have banned Autosaves for a long time..
The description of awards is somewhat... disleading. I was thinking it giving ~400 foods divided among all cities, not the real effect it should be.A clearer text is needed.

And the new Schools of Magic system is really an astonding work, while I feel that bonuses for domestic development are not enough now. There are still two vacant policy tree slot, Would you like merging some domestic,or just not so magical bouns into that? (My suggestion is to call them Fire and Sword, one for ecomonic bonus while another for bonuses to secular legions)

About the new religion(cult of gods) system, First you should see that once I summon a Cleric and build temple for the specified religion, the religion itself becomes completely useless.Confining it in my border is much better than spreading out anyway, except for achieving the Religion Victory(which is F**KING HARD because the reason I desrcibed below).
If you want to spread it out, there are only Missionaries, Not inquistors and GPs can't do anything except constructing a holy site....?A Missionary costs as much as 3 times a temple do, and I can't see any point to that unit.

So my suggestion about the religion are:
First, You can try to add some founding belief beyonds a cleric, for example, +1g for every city converted or +0.25 happiness for every citizen converted. this will encourage players and AIs to spread their religions, not letting it alone.
Second, why not re-activate the Great Prophet? Even a domestic one is better than the current one.

Anyway, I enjoy this mod very much. Thank you for the hard work!
 
There are still two vacant policy tree slot, Would you like merging some domestic,or just not so magical bouns into that? (My suggestion is to call them Fire and Sword, one for ecomonic bonus while another for bonuses to secular legions)
I may expand the schools of magic in future, and I like your idea. For now, I think there are enough civ building spells in there to pull their weight. I am much more interested for next major update to improve the Tech Tree, Buildings and Alignments components of the mod.

About the new religion(cult of gods) system, First you should see that once I summon a Cleric and build temple for the specified religion, the religion itself becomes completely useless.
Second, why not re-activate the Great Prophet? Even a domestic one is better than the current one.
Actually every Deity Cult provides a civ-wide bonus, either through the underlying pantheon belief (this does spread to competitors) or through the founder belief (stays with founding civ). So half the cults are better for spreading than the other half. And I must say the golden age plus the temples really makes founding a pantheon useful for founder, although I admit this component could be improved.
I will think about the role of great priest for future updates.
 
I played Zhengyi the Witch-King tonight with version 3. I suffered a crash at turn 22. I reloaded and got to turn 112 with no problem before I had to call it for a night. The game played well after the reload. As far as the zombie fix, It was playable tonight for me (if you aggressively hunt for barb camps). If others think the random zombie spawn is too much of an advantage or too taxing money wise. Perhaps a fix would be the only way to acquire them is through production after building a crypt (necromancy). A possible perk for the build only is to have very small chance after defeating a foe a damaged zombie is created near the victorious unit. Small chance as in around the 5 percent range.

Great game so far, any luck on getting someone to make units for you? (It must be a pain due to the lack of custom units compared to scores upon scores of units made for civ IV.)
 
I chose Necromancy first off. Got the crypt and it bestowed food for my city and with an upgrade random zombies that I had to destroy due to the drain on my treasury. Maybe instead of a gold upkeep, a 'weave' upkeep could be used for zombies. (if that's doable).

I played a game with version 3. as Thay on emperor I had just built Nethjet and Escalant in their natural position, then Aglarond and Rashemen DOW on me! oh, sh*t I thought I only had a wizard hero and a necromancer. But luckliy I had just finished the crypt building in my capital which spawned zombies every 2-3 turn. After their initial onslaught was dealt with, I virtually rolled over both nations simultaneously.

Point is, I think 'zombies' are overpowered, they heal every time they are dealt damage even when they are being bombarded in the enemy's turn. I only 'built' 2 more arcanist unit in that entire war and only lost 1 zombie on each front.
I like their presence in the game, so I definitely think you should keep them but either nerf them, or maybe give all cleric a 'turn undead' skill which give a vast bonus in combat against zombies. I guess that the zombies must have their own unit-class for that to happen.

I noticed you removed the 2 gold resources in Amn, I think it is a bad choice. The reason being is that the temple of Waukeen(which I consider THE state religion of Amn) gives bonuses to gold and silver which are not present in Amn anymore. If you plan on returning the gold resource you could then nerf the gold bonus from 'the city of coins' natural wonder to compensate for the extra gold/cash.

North of Silverymoon there is two tiles at the very edge of the map which are encased in mountain tiles, in my last game as Waterdeep a barb camp spawned there and Silverymoon wanted me to destroy it, which I could'nt(well I know that some special late game units probably could had reached them).

Interestingly enough in my game as Thay I was starting to besiege Aglarond's capital and the game crashed when their turn was being processed. I'm too tired to play anymore now but I will reload it tomorrow and play around with the game in the turn leading up to the crash to see if I can find any proof that Aglarond is 'to blame' for the crash.

Lastly I will like to say again that I'm very excited about this mod and I'm looking forward to the time when these 'infant bugs' has been outgrowned. :)

Edited for: Typos
 
Great game so far, any luck on getting someone to make units for you? (It must be a pain due to the lack of custom units compared to scores upon scores of units made for civ IV.)
Krieger said he was going to convert some fantasy-type units from civ IV for general civ V use. I have no idea how he's doing on that. I may have to dive into that myself, for there are many types of units I would like to include like bears, spiders, trolls and kuo-toa that cannot be approximated with regular units. I also wish there were some female unit models.

Point is, I think 'zombies' are overpowered, they heal every time they are dealt damage even when they are being bombarded in the enemy's turn. I only 'built' 2 more arcanist unit in that entire war and only lost 1 zombie on each front.
I agree on the zombies, and I really like the turn undead idea for clerics (that was the original Paladin Hero special ability, but I found it was generally useless in most games). In thinking about this issue, I have decided that zombies will be a summoned unit along the lines of wolves, treants and projections. I have jettisoned MdRev's zombie functions, and instead zombies now instill fear in adjacent enemies; they only heal if they kill an enemy. Damara's unique unit will be a new Hero - the Witch-King - replacing the Wizard Hero.
I noticed you removed the 2 gold resources in Amn, I think it is a bad choice.
I agree, the map needs some revisions to bring it back to the level of the Vanilla map.

...looking forward to the time when these 'infant bugs' has been outgrowned. :)
Well this is more like a "red-headed step-child" for me. I never had much interest in fantasy, and only started on this little project to appease a friend of mine! At any rate, I don't think I'm going to spend a lot more time developing Faerun in the near future, as I'm much more interested in working on historical scenarios. The good news is that PawelS and Pazyryk are both creating fantasy worlds that will be MUCH better than this one.
 
I just downloaded it.The mod seems good but I cant play with the faerun map in custom game,can only use the random map.When I click faerun map and click start,the game crashes and returns to desktop.Any solution?
 
I just downloaded it.The mod seems good but I cant play with the faerun map in custom game,can only use the random map.When I click faerun map and click start,the game crashes and returns to desktop.Any solution?
I don't have any solution, because this has never happened to me. Are you using G&K expansion? Are you using the Custom Game loading screen (not the advanced game setup area)? Are you choosing a specific civ?
 
I have G&K yes,using advanced setup though,i will try with custom game screen only and tell u if the problem persists.
 
Are you supposed to be not able to build workers after a certain amount of time? They just dissapeared from the build options. Also my hero couldn't goto the underdark.
 
Havent played version 4, ill download. Ver 3 playing Sembia much harder and AI seems to working fine. Got to 112 turns and no crash on king difficulty! If you start making custom heros like you did for the witch-king may I suggest this chap for Sembia.

http://forgottenrealms.wikia.com/wiki/Miklos_Selkirk 3rd level rogue/6th level fighter maybe his boon is a nationwide city states bonus plus a small gold bonus. Class hard to determine perhaps a fighter, instead of a thief.
 
Hi!

I just downloaded v.4 and played Szass Tam. Somehow I get a bak'tun event (Mayan's trait?) and able to choose a great person. Is this intended, because I think that Thayan special power is "free Mage Guild in conquered cities"?
 
The G&K version looks quite interesting, I think I'll "borrow" some ideas for my mod :)

Bug report: You can get deity clerics from militaristic minor civs - now I have both a Cleric of Cyric and a Cleric of Torm, without having any religion.
 
After I load this save and end the turn, the game crashes (mod version 4 was used from the beginning of the game).
 

Attachments

  • Faerun Crash.Civ5Save
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Thanks for reports, all!

Are you supposed to be not able to build workers after a certain amount of time? They just dissapeared from the build options. Also my hero couldn't goto the underdark.
Heroes currently cannot travel between Underdark/Overworld realms. Two reasons: balance and technical. Keep in mind the AI doesn't know how to use portals, so warring against somebody on opposite side of portal gives huge advantage to human player. Also all unitclasses except Warriors are limited to 4 units on map. This is to keep turn times "reasonable".

Havent played version 4, ill download. Ver 3 playing Sembia much harder and AI seems to working fine. Got to 112 turns and no crash on king difficulty! If you start making custom heros like you did for the witch-king may I suggest this chap for Sembia.
Good to hear! Maybe, eventually there will be unique heroes for all civs. It's not in the works right now.

I just downloaded v.4 and played Szass Tam. Somehow I get a bak'tun event (Mayan's trait?) and able to choose a great person. Is this intended, because I think that Thayan special power is "free Mage Guild in conquered cities"?
Hilarious! Thanks for the report, I'll see if I can fix this. I was reading somewhere that this can crop up if you delete the Maya trait.. still funny though!

The G&K version looks quite interesting, I think I'll "borrow" some ideas for my mod :)
If I can do anything for your mod, just ask!

Bug report: You can get deity clerics from militaristic minor civs - now I have both a Cleric of Cyric and a Cleric of Torm, without having any religion.
I rarely buy CS support, but I had also noticed this yesterday after accidentally winning over some gullible minor. Fixed!

After I load this save and end the turn, the game crashes (mod version 4 was used from the beginning of the game).
Thanks for sending save game, but it crashes on load for me... I see it was tun 136, so I'll keep a lookout for problems in that zone.
 
If I can do anything for your mod, just ask!

I like your Scout reskin with red robe, used for the specialist mages (with the fiery ranged attack), so I think I'll use it if you don't mind :) Also I like some icons, for example the Spellbooks resource...

I'm not yet implementing more complicated things like special events, but when I do it, I'll take a look at your Lua scripts.

Thanks for sending save game, but it crashes on load for me... I see it was tun 136, so I'll keep a lookout for problems in that zone.

For me it loads normally, perhaps you use a different set of DLC than me? Anyway, I think the crash is probably related to hero leveling - my Bruenor BattleHammer just reached 120 XP.

Edit: But when I removed the hero from the game using FireTuner, the crash occurred as well...
 
I'm pretty sure I've found the mid-game crash issue. It relates to AI civs attempting to surrender, perhaps an invalid city. I'm working on it and should have a new version (v.5) with a fix and lots of other bug fixes, including Witch-King Graphics, weird CS unit grants, city capture event, etc. Thanks for all the reports.
 
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